mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-29 14:51:05 +00:00
ab4f79c128
In example code, GLUT has been replaced with GLFW so that glViewer/ptexViewer can run on OSX (10.7 or later). OSX note: still have some problem with clang, may need to explicitly specify gcc on cmake cmdline -DCMAKE_CXX_COMPILE=/usr/bin/g++ fixes #98
103 lines
3.9 KiB
GLSL
103 lines
3.9 KiB
GLSL
//
|
|
// Copyright (C) Pixar. All rights reserved.
|
|
//
|
|
// This license governs use of the accompanying software. If you
|
|
// use the software, you accept this license. If you do not accept
|
|
// the license, do not use the software.
|
|
//
|
|
// 1. Definitions
|
|
// The terms "reproduce," "reproduction," "derivative works," and
|
|
// "distribution" have the same meaning here as under U.S.
|
|
// copyright law. A "contribution" is the original software, or
|
|
// any additions or changes to the software.
|
|
// A "contributor" is any person or entity that distributes its
|
|
// contribution under this license.
|
|
// "Licensed patents" are a contributor's patent claims that read
|
|
// directly on its contribution.
|
|
//
|
|
// 2. Grant of Rights
|
|
// (A) Copyright Grant- Subject to the terms of this license,
|
|
// including the license conditions and limitations in section 3,
|
|
// each contributor grants you a non-exclusive, worldwide,
|
|
// royalty-free copyright license to reproduce its contribution,
|
|
// prepare derivative works of its contribution, and distribute
|
|
// its contribution or any derivative works that you create.
|
|
// (B) Patent Grant- Subject to the terms of this license,
|
|
// including the license conditions and limitations in section 3,
|
|
// each contributor grants you a non-exclusive, worldwide,
|
|
// royalty-free license under its licensed patents to make, have
|
|
// made, use, sell, offer for sale, import, and/or otherwise
|
|
// dispose of its contribution in the software or derivative works
|
|
// of the contribution in the software.
|
|
//
|
|
// 3. Conditions and Limitations
|
|
// (A) No Trademark License- This license does not grant you
|
|
// rights to use any contributor's name, logo, or trademarks.
|
|
// (B) If you bring a patent claim against any contributor over
|
|
// patents that you claim are infringed by the software, your
|
|
// patent license from such contributor to the software ends
|
|
// automatically.
|
|
// (C) If you distribute any portion of the software, you must
|
|
// retain all copyright, patent, trademark, and attribution
|
|
// notices that are present in the software.
|
|
// (D) If you distribute any portion of the software in source
|
|
// code form, you may do so only under this license by including a
|
|
// complete copy of this license with your distribution. If you
|
|
// distribute any portion of the software in compiled or object
|
|
// code form, you may only do so under a license that complies
|
|
// with this license.
|
|
// (E) The software is licensed "as-is." You bear the risk of
|
|
// using it. The contributors give no express warranties,
|
|
// guarantees or conditions. You may have additional consumer
|
|
// rights under your local laws which this license cannot change.
|
|
// To the extent permitted under your local laws, the contributors
|
|
// exclude the implied warranties of merchantability, fitness for
|
|
// a particular purpose and non-infringement.
|
|
//
|
|
|
|
//--------------------------------------------------------------
|
|
// sky vertex shader
|
|
//--------------------------------------------------------------
|
|
#ifdef SKY_VERTEX_SHADER
|
|
|
|
layout (location=0) in vec3 position;
|
|
layout (location=1) in vec2 texCoord;
|
|
|
|
uniform mat4 ModelViewProjectionMatrix;
|
|
|
|
out vec2 outTexCoord;
|
|
|
|
void
|
|
main()
|
|
{
|
|
gl_Position = ModelViewProjectionMatrix * vec4(position, 1);
|
|
outTexCoord = texCoord.xy;
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// sky fragment shader
|
|
//--------------------------------------------------------------
|
|
#ifdef SKY_FRAGMENT_SHADER
|
|
|
|
uniform sampler2D environmentMap;
|
|
|
|
in vec2 outTexCoord;
|
|
out vec4 outColor;
|
|
|
|
vec4 getEnvironmentHDR(sampler2D sampler, vec2 uv)
|
|
{
|
|
vec4 tex = texture(sampler, uv);
|
|
tex = vec4(pow(tex.xyz, vec3(0.4545)), 1);
|
|
return tex;
|
|
}
|
|
|
|
void
|
|
main()
|
|
{
|
|
outColor = getEnvironmentHDR(environmentMap, outTexCoord);
|
|
}
|
|
|
|
#endif
|